Files
wnsrc/lua/entities/npc_vj_hlr2_com_soldier/init.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

264 lines
21 KiB
Lua

--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
AddCSLuaFile("shared.lua")
include('shared.lua')
/*-----------------------------------------------
*** Copyright (c) 2012-2023 by DrVrej, All rights reserved. ***
No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
-----------------------------------------------*/
ENT.Model = {"models/combine_soldier.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
ENT.StartHealth = 60
ENT.HullType = HULL_HUMAN
---------------------------------------------------------------------------------------------------------------------------------------------
ENT.VJ_NPC_Class = {"CLASS_COMBINE"} -- NPCs with the same class with be allied to each other
ENT.BloodColor = "Red" -- The blood type, this will determine what it should use (decal, particle, etc.)
ENT.MeleeAttackDamage = 10
ENT.FootStepTimeRun = 0.25 -- Next foot step sound when it is running
ENT.FootStepTimeWalk = 0.5 -- Next foot step sound when it is walking
ENT.HasGrenadeAttack = true -- Should the SNPC have a grenade attack?
ENT.GrenadeAttackModel = "models/weapons/w_npcnade.mdl" -- The model for the grenade entity
ENT.HasOnPlayerSight = true -- Should do something when it sees the enemy? Example: Play a sound
ENT.OnPlayerSightDistance = 500 -- How close should the player be until it runs the code?
ENT.OnPlayerSightDispositionLevel = 1 -- 0 = Run it every time | 1 = Run it only when friendly to player | 2 = Run it only when enemy to player
-- ====== Flinching Code ====== --
ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages
-- ====== Sound File Paths ====== --
-- Leave blank if you don't want any sounds to play
ENT.SoundTbl_FootStep = {"npc/combine_soldier/gear1.wav","npc/combine_soldier/gear2.wav","npc/combine_soldier/gear3.wav","npc/combine_soldier/gear4.wav","npc/combine_soldier/gear5.wav","npc/combine_soldier/gear6.wav"}
ENT.SoundTbl_Idle = {"vj_hlr/hl2_npc/combine_soldier/weaponsready.wav","vj_hlr/hl2_npc/combine_soldier/scanning.wav","vj_hlr/hl2_npc/combine_soldier/reporting.wav","vj_hlr/hl2_npc/combine_soldier/reportin.wav","vj_hlr/hl2_npc/combine_soldier/reportallradials.wav","vj_hlr/hl2_npc/combine_soldier/ovewatchorders.wav","vj_hlr/hl2_npc/combine_soldier/negativemovement.wav","vj_hlr/hl2_npc/combine_soldier/isholding.wav","vj_hlr/hl2_npc/combine_soldier/confirm.wav","vj_hlr/hl2_npc/combine_soldier/clear.wav","vj_hlr/hl2_npc/combine_soldier/blocksecure.wav","npc/combine_soldier/vo/block31mace.wav","npc/combine_soldier/vo/block64jet.wav","npc/combine_soldier/vo/cleaned.wav","npc/combine_soldier/vo/motioncheckallradials.wav","npc/combine_soldier/vo/isfinalteamunitbackup.wav","npc/combine_soldier/vo/isfieldpromoted.wav","npc/combine_soldier/vo/sector.wav","npc/combine_soldier/vo/sectorissecurenovison.wav","npc/combine_soldier/vo/teamdeployedandscanning.wav","npc/combine_soldier/vo/isatcode.wav","npc/combine_soldier/vo/isholdingatcode.wav","npc/combine_soldier/vo/noviscon.wav","npc/combine_soldier/vo/secure.wav","npc/combine_soldier/vo/stayalert.wav","npc/combine_soldier/vo/hasnegativemovement.wav","npc/combine_soldier/vo/reportallpositionsclear.wav","npc/combine_soldier/vo/reportallradialsfree.wav","npc/combine_soldier/vo/reportingclear.wav","npc/combine_soldier/vo/ovewatchorders3ccstimboost.wav","npc/combine_soldier/vo/fullactive.wav","npc/combine_soldier/vo/sightlineisclear.wav","npc/combine_soldier/vo/stabilizationteamhassector.wav","npc/combine_soldier/vo/stabilizationteamholding.wav","npc/combine_soldier/vo/standingby].wav","npc/combine_soldier/vo/stayalertreportsightlines.wav","npc/combine_soldier/vo/bearing.wav","npc/combine_soldier/vo/vamp.wav","npc/combine_soldier/vo/leader.wav"}
ENT.SoundTbl_CombatIdle = {"vj_hlr/hl2_npc/combine_soldier/suppressthattarget.wav","vj_hlr/hl2_npc/combine_soldier/storming.wav","vj_hlr/hl2_npc/combine_soldier/movingin.wav","vj_hlr/hl2_npc/combine_soldier/fixsightlines.wav","vj_hlr/hl2_npc/combine_soldier/engage.wav","vj_hlr/hl2_npc/combine_soldier/containsector.wav","vj_hlr/hl2_npc/combine_soldier/closing.wav","npc/combine_soldier/vo/unitismovingin.wav","npc/combine_soldier/vo/unitisclosing.wav","npc/combine_soldier/vo/sectorisnotsecure.wav","npc/combine_soldier/vo/closing.wav","npc/combine_soldier/vo/closing2.wav","npc/combine_soldier/vo/sweepingin.wav","npc/combine_soldier/vo/outbreakstatusiscode.wav","npc/combine_soldier/vo/sectionlockupdash4.wav","npc/combine_soldier/vo/prioritytwoescapee.wav","npc/combine_soldier/vo/goactiveintercept.wav","npc/combine_soldier/vo/fixsightlinesmovein.wav","npc/combine_soldier/vo/movein.wav","npc/combine_soldier/vo/savage.wav","npc/combine_soldier/vo/hardenthatposition.wav","npc/combine_soldier/vo/gosharp.wav","npc/combine_soldier/vo/gosharpgosharp.wav","npc/combine_soldier/vo/striker.wav","npc/combine_soldier/vo/containmentproceeding.wav","npc/combine_soldier/vo/confirmsectornotsterile.wav","npc/combine_soldier/vo/displace.wav","npc/combine_soldier/vo/displace2.wav","npc/combine_soldier/vo/engagedincleanup.wav","npc/combine_soldier/vo/executingfullresponse.wav"}
ENT.SoundTbl_MedicBeforeHeal = {"vj_hlr/hl2_npc/combine_soldier/antisepticdelivered.wav","vj_hlr/hl2_npc/combine_soldier/administerantiseptic.wav","npc/combine_soldier/vo/administer.wav","npc/combine_soldier/vo/antiseptic.wav","npc/combine_soldier/vo/delivered.wav"}
ENT.SoundTbl_OnPlayerSight = {"vj_hlr/hl2_npc/combine_soldier/visualonfreeman.wav","npc/combine_soldier/vo/freeman3.wav"}
ENT.SoundTbl_Investigate = {"vj_hlr/hl2_npc/combine_soldier/weaponsoffsafe.wav","vj_hlr/hl2_npc/combine_soldier/goactive.wav","vj_hlr/hl2_npc/combine_soldier/hasmovement.wav","vj_hlr/hl2_npc/combine_soldier/motioncheck.wav",}
ENT.SoundTbl_LostEnemy = {"vj_hlr/hl2_npc/combine_soldier/sectornotcontrolled.wav","vj_hlr/hl2_npc/combine_soldier/contactlost.wav","npc/combine_soldier/vo/skyshieldreportslostcontact.wav","npc/combine_soldier/vo/shadow.wav","npc/combine_soldier/vo/ghost.wav","npc/combine_soldier/vo/ghost2.wav","npc/combine_soldier/vo/lostcontact.wav","npc/combine_soldier/vo/onedutyvacated.wav","npc/combine_soldier/vo/targetblackout.wav"}
ENT.SoundTbl_Alert = {"vj_hlr/hl2_npc/combine_soldier/sectornotsterile.wav","vj_hlr/hl2_npc/combine_soldier/hostilesinbound.wav","vj_hlr/hl2_npc/combine_soldier/fullalert.wav","vj_hlr/hl2_npc/combine_soldier/contact2.wav","vj_hlr/hl2_npc/combine_soldier/alertmotion.wav","vj_hlr/hl2_npc/combine_soldier/alert.wav","npc/combine_soldier/vo/prepforcontact.wav","npc/combine_soldier/vo/readyextractors.wav","npc/combine_soldier/vo/readyweapons.wav","npc/combine_soldier/vo/readyweaponshostilesinbound.wav","npc/combine_soldier/vo/overwatchreportspossiblehostiles.wav","npc/combine_soldier/vo/weaponsoffsafeprepforcontact.wav","npc/combine_soldier/vo/target.wav","npc/combine_soldier/vo/targetisat.wav","npc/combine_soldier/vo/targetmyradial.wav","npc/combine_soldier/vo/targetcontactat.wav","npc/combine_soldier/vo/inbound.wav","npc/combine_soldier/vo/dash.wav","npc/combine_soldier/vo/alert1.wav","npc/combine_soldier/vo/contact.wav","npc/combine_soldier/vo/contactconfim.wav","npc/combine_soldier/vo/callcontacttarget1.wav","npc/combine_soldier/vo/callhotpoint.wav"}
ENT.SoundTbl_CallForHelp = {"vj_hlr/hl2_npc/combine_soldier/requestbackup.wav","vj_hlr/hl2_npc/combine_soldier/overwatchrequestbackup.wav","vj_hlr/hl2_npc/combine_soldier/moveinmovein.wav","vj_hlr/hl2_npc/combine_soldier/containmentready.wav","npc/combine_soldier/vo/overwatchsectoroverrun.wav","npc/combine_soldier/vo/overwatchrequestreserveactivation.wav","npc/combine_soldier/vo/flush.wav", "npc/combine_soldier/vo/overwatchrequestreinforcement.wav","npc/combine_soldier/vo/targetcompromisedmovein.wav"}
ENT.SoundTbl_OnReceiveOrder = {"vj_hlr/hl2_npc/combine_soldier/unithascontact.wav","vj_hlr/hl2_npc/combine_soldier/confirmtargetis.wav","vj_hlr/hl2_npc/combine_soldier/confirm.wav","npc/combine_soldier/vo/affirmative.wav","npc/combine_soldier/vo/affirmative2.wav","npc/combine_soldier/vo/copy.wav","npc/combine_soldier/vo/copythat.wav"}
ENT.SoundTbl_Suppressing = {"vj_hlr/hl2_npc/combine_soldier/sweephimout.wav","vj_hlr/hl2_npc/combine_soldier/suppressthattarget.wav","vj_hlr/hl2_npc/combine_soldier/prosecuting2.wav","vj_hlr/hl2_npc/combine_soldier/moveinmovein.wav","vj_hlr/hl2_npc/combine_soldier/hammerthatposition.wav","vj_hlr/hl2_npc/combine_soldier/executingslam.wav","npc/combine_soldier/vo/unitisinbound.wav","npc/combine_soldier/vo/contactconfirmprosecuting.wav","npc/combine_soldier/vo/prosecuting.wav","npc/combine_soldier/vo/suppressing.wav","npc/combine_soldier/vo/engaging.wav"}
ENT.SoundTbl_WeaponReload = {"vj_hlr/hl2_npc/combine_soldier/requestcover.wav","vj_hlr/hl2_npc/combine_soldier/compromised.wav","npc/combine_soldier/vo/cover.wav","npc/combine_soldier/vo/coverhurt.wav","npc/combine_soldier/vo/coverme.wav"}
ENT.SoundTbl_GrenadeAttack = {"vj_hlr/hl2_npc/combine_soldier/extractoractive.wav","vj_hlr/hl2_npc/combine_soldier/downdowndown.wav","npc/combine_soldier/vo/sharpzone.wav","npc/combine_soldier/vo/slam.wav","npc/combine_soldier/vo/readycharges.wav"}
ENT.SoundTbl_OnGrenadeSight = {"vj_hlr/hl2_npc/combine_soldier/downdowndown.wav","vj_hlr/hl2_npc/combine_soldier/breakbreakbreak.wav","vj_hlr/hl2_npc/combine_soldier/bouncer.wav","npc/combine_soldier/vo/ripcordripcord.wav","npc/combine_soldier/vo/boomer.wav","npc/combine_soldier/vo/bouncerbouncer.wav"}
ENT.SoundTbl_OnDangerSight = {"vj_hlr/hl2_npc/combine_soldier/downdowndown.wav","vj_hlr/hl2_npc/combine_soldier/breakbreakbreak.wav","npc/combine_soldier/vo/ripcordripcord.wav"}
ENT.SoundTbl_OnKilledEnemy = {"vj_hlr/hl2_npc/combine_soldier/targetcontained.wav","vj_hlr/hl2_npc/combine_soldier/sectorsecured.wav","vj_hlr/hl2_npc/combine_soldier/paybackdelievered.wav","vj_hlr/hl2_npc/combine_soldier/overwatchtargetcontained.wav","vj_hlr/hl2_npc/combine_soldier/outbreakcontained.wav","vj_hlr/hl2_npc/combine_soldier/hasflatlined.wav","npc/combine_soldier/vo/thatsitwrapitup.wav","npc/combine_soldier/vo/affirmativewegothimnow.wav","npc/combine_soldier/vo/overwatchconfirmhvtcontained.wav","npc/combine_soldier/vo/overwatchtargetcontained.wav","npc/combine_soldier/vo/overwatchtarget1sterilized.wav","npc/combine_soldier/vo/contained.wav","npc/combine_soldier/vo/targetineffective.wav","npc/combine_soldier/vo/onedown.wav","npc/combine_soldier/vo/onecontained.wav","npc/combine_soldier/vo/payback.wav"}
ENT.SoundTbl_AllyDeath = {"vj_hlr/hl2_npc/combine_soldier/teamisdown.wav","vj_hlr/hl2_npc/combine_soldier/teamineffective.wav","vj_hlr/hl2_npc/combine_soldier/stabilizationteamcompromised.wav","vj_hlr/hl2_npc/combine_soldier/overwatchadvise.wav","vj_hlr/hl2_npc/combine_soldier/heavyresistance2.wav","vj_hlr/hl2_npc/combine_soldier/dutyvacated.wav","vj_hlr/hl2_npc/combine_soldier/blockdown.wav","npc/combine_soldier/vo/overwatchteamisdown.wav", "npc/combine_soldier/vo/flatline.wav"}
ENT.SoundTbl_Pain = {"vj_hlr/hl2_npc/combine_soldier/pain4.wav","vj_hlr/hl2_npc/combine_soldier/pain5.wav","vj_hlr/hl2_npc/combine_soldier/requestmedivac.wav","vj_hlr/hl2_npc/combine_soldier/ineffective.wav","vj_hlr/hl2_npc/combine_soldier/bodypackcompromised.wav","npc/combine_soldier/pain1.wav","npc/combine_soldier/pain2.wav","npc/combine_soldier/pain3.wav","npc/combine_soldier/vo/heavyresistance.wav","npc/combine_soldier/vo/bodypackholding.wav","npc/combine_soldier/vo/requestmedical.wav","npc/combine_soldier/vo/requeststimdose.wav"}
ENT.SoundTbl_Death = {"npc/combine_soldier/die1.wav","npc/combine_soldier/die2.wav","npc/combine_soldier/die3.wav","vj_hlr/hl2_npc/combine_soldier/die4.wav"}
-- Alert: Player or Freeman NPC
local sdCombine_Alert_Freeman = {"vj_hlr/hl2_npc/combine_soldier/visualonfreeman.wav","vj_hlr/hl2_npc/combine_soldier/priority1.wav","vj_hlr/hl2_npc/combine_soldier/confirmtargetisfreeman.wav","npc/combine_soldier/vo/freeman3.wav","npc/combine_soldier/vo/anticitizenone.wav","npc/combine_soldier/vo/priority1objective.wav","npc/combine_soldier/vo/targetone.wav"}
-- Alert: Zombies
local sdCombine_Alert_Zombies = {"npc/combine_soldier/vo/infected.wav","npc/combine_soldier/vo/necrotics.wav","npc/combine_soldier/vo/necroticsinbound.wav"}
-- Alert: Creature NPCs
local sdCombine_Alert_Creatures = {"vj_hlr/hl2_npc/combine_soldier/prioritytwo.wav","vj_hlr/hl2_npc/combine_soldier/outbreakinsector.wav","vj_hlr/hl2_npc/combine_soldier/exogens.wav","vj_hlr/hl2_npc/combine_soldier/contactparasitics.wav","npc/combine_soldier/vo/outbreak.wav","npc/combine_soldier/vo/callcontactparasitics.wav","npc/combine_soldier/vo/swarmoutbreakinsector.wav","npc/combine_soldier/vo/visualonexogens.wav","npc/combine_soldier/vo/wehavefreeparasites.wav","npc/combine_soldier/vo/wehavenontaggedviromes.wav","npc/combine_soldier/vo/weareinaninfestationzone.wav"}
-- Alert: Citizens / Rebels
local sdCombine_Alert_Citizens = {"vj_hlr/hl2_npc/combine_soldier/anticitizen.wav","vj_hlr/hl2_npc/combine_soldier/escapee.wav","vj_hlr/hl2_npc/combine_soldier/noncitizen.wav"}
-- Killed Enemy: Player or Freeman NPC
local sdCombine_KilledEnemy_Freeman = {"vj_hlr/hl2_npc/combine_soldier/wegothimnow.wav","vj_hlr/hl2_npc/combine_soldier/wehavefreeman.wav"}
-- Radio sounds (background)
local sdCombine_Chatter = {
"npc/combine_soldier/vo/prison_soldier_activatecentral.wav",
"npc/combine_soldier/vo/prison_soldier_boomersinbound.wav",
"npc/combine_soldier/vo/prison_soldier_bunker1.wav",
"npc/combine_soldier/vo/prison_soldier_bunker2.wav",
"npc/combine_soldier/vo/prison_soldier_bunker3.wav",
"npc/combine_soldier/vo/prison_soldier_containd8.wav",
"npc/combine_soldier/vo/prison_soldier_fallback_b4.wav",
"npc/combine_soldier/vo/prison_soldier_freeman_antlions.wav",
"npc/combine_soldier/vo/prison_soldier_fullbioticoverrun.wav",
"npc/combine_soldier/vo/prison_soldier_leader9dead.wav",
"npc/combine_soldier/vo/prison_soldier_negativecontainment.wav",
"npc/combine_soldier/vo/prison_soldier_prosecuted7.wav",
"npc/combine_soldier/vo/prison_soldier_sundown3dead.wav",
"npc/combine_soldier/vo/prison_soldier_tohighpoints.wav",
"npc/combine_soldier/vo/prison_soldier_visceratorsa5.wav",
}
-- Radio On
local sdCombine_Radio_On = {
"npc/combine_soldier/vo/on1.wav",
"npc/combine_soldier/vo/on2.wav",
"vj_hlr/hl2_npc/combine_soldier/on1.wav",
"vj_hlr/hl2_npc/combine_soldier/on2.wav",
}
-- Radio Off
local sdCombine_Radio_Off = {
"npc/combine_soldier/vo/off1.wav",
"npc/combine_soldier/vo/off2.wav",
"npc/combine_soldier/vo/off3.wav",
"vj_hlr/hl2_npc/combine_soldier/off1.wav",
"vj_hlr/hl2_npc/combine_soldier/off2.wav",
"vj_hlr/hl2_npc/combine_soldier/off3.wav",
}
/*
-- Unused MMod sounds:
"vj_hlr/hl2_npc/combine_soldier/flareflareflare.wav",
"vj_hlr/hl2_npc/combine_soldier/move.wav",
"vj_hlr/hl2_npc/combine_soldier/objective.wav",
"vj_hlr/hl2_npc/combine_soldier/sundown.wav",
"vj_hlr/hl2_npc/combine_soldier/time.wav",
-- NOTE: Number sounds aren't included here!
npc/combine_soldier/vo/apex.wav
npc/combine_soldier/vo/blade.wav
npc/combine_soldier/vo/dagger.wav
npc/combine_soldier/vo/degrees.wav
npc/combine_soldier/vo/designatetargetas.wav
npc/combine_soldier/vo/echo.wav
npc/combine_soldier/vo/extractoraway.wav
npc/combine_soldier/vo/extractorislive.wav
npc/combine_soldier/vo/fist.wav
npc/combine_soldier/vo/flaredown.wav
npc/combine_soldier/vo/flash.wav
npc/combine_soldier/vo/grid.wav
npc/combine_soldier/vo/gridsundown46.wav
npc/combine_soldier/vo/hammer.wav
npc/combine_soldier/vo/helix.wav
npc/combine_soldier/vo/hunter.wav
npc/combine_soldier/vo/hurricane.wav
npc/combine_soldier/vo/ice.wav
npc/combine_soldier/vo/ion.wav
npc/combine_soldier/vo/jet.wav
npc/combine_soldier/vo/judge.wav
npc/combine_soldier/vo/kilo.wav
npc/combine_soldier/vo/mace.wav
npc/combine_soldier/vo/meters.wav
npc/combine_soldier/vo/nomad.wav
npc/combine_soldier/vo/nova.wav
npc/combine_soldier/vo/overwatch.wav
npc/combine_soldier/vo/overwatchrequestskyshield.wav -- requesting sky support
npc/combine_soldier/vo/overwatchrequestwinder.wav
npc/combine_soldier/vo/phantom.wav
npc/combine_soldier/vo/quicksand.wav
npc/combine_soldier/vo/range.wav
npc/combine_soldier/vo/ranger.wav
npc/combine_soldier/vo/razor.wav
npc/combine_soldier/vo/reaper.wav
npc/combine_soldier/vo/ripcord.wav
npc/combine_soldier/vo/scar.wav
npc/combine_soldier/vo/slash.wav
npc/combine_soldier/vo/spear.wav
npc/combine_soldier/vo/stab.wav
npc/combine_soldier/vo/star.wav
npc/combine_soldier/vo/stinger.wav
npc/combine_soldier/vo/storm.wav
npc/combine_soldier/vo/sundown.wav
npc/combine_soldier/vo/sweeper.wav
npc/combine_soldier/vo/swift.wav
npc/combine_soldier/vo/sword.wav
npc/combine_soldier/vo/tracker.wav
npc/combine_soldier/vo/uniform.wav
npc/combine_soldier/vo/vamp.wav
npc/combine_soldier/vo/viscon.wav
*/
-- Custom
ENT.Combine_ChatterT = 0
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnPreInitialize()
self.Combine_ChatterT = CurTime() + math.Rand(1, 30)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:OnPlayCreateSound(sdData, sdFile)
if VJ_HasValue(self.SoundTbl_Pain, sdFile) or VJ_HasValue(self.DefaultSoundTbl_MeleeAttack, sdFile) or VJ_HasValue(sdCombine_Chatter, sdFile) then return end
VJ_EmitSound(self, sdCombine_Radio_On)
timer.Simple(SoundDuration(sdFile), function() if IsValid(self) && sdData:IsPlaying() then VJ_EmitSound(self, sdCombine_Radio_Off) end end)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnThink_AIEnabled()
-- Random background radio sounds
if self.Combine_ChatterT < CurTime() then
if math.random(1, 2) == 1 then
self.Combine_ChatterSd = VJ_CreateSound(self, sdCombine_Chatter, 50, 90)
end
self.Combine_ChatterT = CurTime() + math.Rand(20, 40)
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnAlert(ent)
if math.random(1, 2) == 1 then
if ent:IsPlayer() or ent.VJ_HLR_Freeman then
self:PlaySoundSystem("Alert", sdCombine_Alert_Freeman)
elseif ent:IsNPC() then
if ent.IsVJBaseSNPC_Creature then
if math.random(1, 2) == 1 then
for _,v in ipairs(ent.VJ_NPC_Class or {1}) do
if v == "CLASS_ZOMBIE" or ent:Classify() == CLASS_ZOMBIE then
self:PlaySoundSystem("Alert", sdCombine_Alert_Zombies)
return -- Skip the regular creature sounds!
end
end
end
self:PlaySoundSystem("Alert", sdCombine_Alert_Creatures)
elseif ent:Classify() == CLASS_PLAYER_ALLY or ent.VJTags[VJ_TAG_CIVILIAN] then
self:PlaySoundSystem("Alert", sdCombine_Alert_Citizens)
end
end
end
end
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function ENT:CustomOnGrenadeAttack_OnThrow(grenEnt)
-- Custom grenade model and sounds
grenEnt.SoundTbl_Idle = {"weapons/grenade/tick1.wav"}
grenEnt.IdleSoundPitch = VJ_Set(100, 100)
local redGlow = ents.Create("env_sprite")
redGlow:SetKeyValue("model", "vj_base/sprites/vj_glow1.vmt")
redGlow:SetKeyValue("scale", "0.07")
redGlow:SetKeyValue("rendermode", "5")
redGlow:SetKeyValue("rendercolor", "150 0 0")
redGlow:SetKeyValue("spawnflags", "1") -- If animated
redGlow:SetParent(grenEnt)
redGlow:Fire("SetParentAttachment", "fuse", 0)
redGlow:Spawn()
redGlow:Activate()
grenEnt:DeleteOnRemove(redGlow)
util.SpriteTrail(grenEnt, 1, Color(200,0,0), true, 15, 15, 0.35, 1/(6+6)*0.5, "VJ_Base/sprites/vj_trial1.vmt")
end
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function ENT:CustomOnTakeDamage_BeforeDamage(dmginfo, hitgroup)
-- Absorb bullet damage
if dmginfo:IsBulletDamage() then
if self.HasSounds == true && self.HasImpactSounds == true then VJ_EmitSound(self, "vj_impact_metal/bullet_metal/metalsolid"..math.random(1,10)..".wav", 70) end
if math.random(1, 3) == 1 then
dmginfo:ScaleDamage(0.50)
local spark = ents.Create("env_spark")
spark:SetKeyValue("Magnitude","1")
spark:SetKeyValue("Spark Trail Length","1")
spark:SetPos(dmginfo:GetDamagePosition())
spark:SetAngles(self:GetAngles())
spark:SetParent(self)
spark:Spawn()
spark:Activate()
spark:Fire("StartSpark", "", 0)
spark:Fire("StopSpark", "", 0.001)
self:DeleteOnRemove(spark)
else
dmginfo:ScaleDamage(0.80)
end
end
end
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function ENT:CustomOnDoKilledEnemy(ent, attacker, inflictor)
if (ent:IsPlayer() or ent.VJ_HLR_Freeman) && math.random(1, 2) == 1 then
self:PlaySoundSystem("Alert", sdCombine_KilledEnemy_Freeman)
end
end
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function ENT:CustomOnRemove()
VJ_STOPSOUND(self.Combine_ChatterSd)
end